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vr: compute shadow bounding area for both eyes
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@@ -200,6 +200,7 @@ class opengl33_renderer : public gfx_renderer {
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GLFWwindow *window = nullptr; // ogl window context
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bool real_window = true; // whether we need to blit onto GLFWwindow surface
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bool custom_backbuffer = false; // whether we want to render to our offscreen LDR backbuffer (pipeline required)
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bool shadow = false; // include this viewport area in shadowmap
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enum vp_type {
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normal,
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